• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

General Beginner Q&A Thread!

I can't speak for older versions of the game, but currently there is an oddball edge case where if you input a normal immediately after air dashing before the super flash hits, you can actually block the super even if the block input isn't buffered. I'm not sure if I remembered it all correctly, but I seem to recall doing this by accident once.
 
It's been a while since I played, but weren't characters allowed to block post flash if they weren't doing anything(dashing included in that anything)?
I believe that only happens with level 1 supers when the person doing the super has undizzy.
 
It's been a while since I played, but weren't characters allowed to block post flash if they weren't doing anything(dashing included in that anything)?
In older versions of the game and potential beta builds maybe.

If the opponent has any undizzy, and they do a super, then the opponent is allowed to block after the flash if they were not doing anything (excluding dashing).

This was to help with how good reversal super was in pressure and how their giant hitboxes would always catch people just trying to move forward.

This only applies to level 1 supers if the person doing the super has Undizzy.

Some supers like Beowulf's arm super lets you block post flash if you're not doing anything, even if you're in hitstop range.
Daisy pusher lets you actually input anything you want besides tag after the flash, so you can jump it, reversal it, super it... etc.
 
All versions of tumbling run have 1 hit of armour.
The difference in the versions is how long she runs for.

Heavy is usually the one you want to use, but some input shortcuts for quick battle butt / horse / kancho are easier with various strengths.

Just want to make sure you understand punishing!
If you get punished, your character will flash red.
This means you got hit out of the recovery or start up or activate frames of an attack where you cannot do anything else.
You can't cancel Battle Butt into any supers during the recovery, which means you can't do anything if you're able to be punished.

So no you can't do that.
To make Battle Butt safe, you call an assist as you do it.
Down, back, run + battlebutt shortcut + lockdown assist like M Sekhmet stabs for example would make it safe on block and maybe even get you a combo on hit.

Also, Cerebella's supers don't have 0 start up.
No supers have 0 start up.

Moves go through a short start up period, and then time pauses, and the 'Super Flash/Freeze' starts.
After the Super Freeze, the opponent is frozen in time now until the first active frame of your attack as a general rule for most supers.
The amount of freeze applied to the opponent varies super to super.
The super locks all input for most supers, including block.

If the opponent runs towards you and Cerebella does Diamond Dynamo, the opponent can't just decide to block after the flash, they get hit.
If the opponent runs towards you and Cerebella starts up Diamond Dynamo which has SIX frames of startup, and they block during those six frames of start up...
Then when the game pauses, their block input is now locked in and they can't input anything until they block that first hit of Dynamo.

The reason these supers freeze your inputs:
Take Light Updo for example, there are lots of times where Filia can throw out a fast DP in neutral as a gamble to try and hit you while you're moving in, or counter hit you when you go to hit her.
If Updo froze time for a long ass time for a special animation like a super did, and you were allowed to block AFTER that, it would hit a lot less because you'd have so much time to react to it and not hit a button, or block.


The pause is to let supers function as a 6F reversal, with cinematic effects while still retaining the 'too fast to react to and block' function of a quick reversal in neutral.
If you could do something after a super flash, then you could super someone's super easily by just being the second person to use it.
(Which happened a lot in earlier versions until this 'hitstop' effect was added)

Also if moves did not freeze time, they would have worse range.
Beowulfs Arm super freezes time until he travels almost half screen.

This lets you get very fast punishes on twitch reactions.
If someone was to whiff a jab in front of you farish away, and it takes 10 frames to recover, and it's on frame 9 for example...
It will recover in one frame more frame, but if you use the Arm super, it will freeze time to stretch that one more frame out forever until it unpauses (hits them) or he travels a certain distance to allow the opponent to move and do things again.

Most players I know use Assist 1 and Assist 2 on those macros.
Throw is very easy to input because it's very close to your fingers resting position usually if you play stick.
PP is also easy because you can pick any of the punches, and it's also close to resting finger position.

If you press LP + MK for an assist call, and you press LP and MK one single frame apart, you'll throw out medium kick attack, and call your assist.
If you were hoping to call your assist as a defensive move, you'll now get counter hit and your assist will die since it will not activate if you are getting hit.

That's not to say that you can't be good enough to just always press assist calls on the same frame every time manually, but even I sometimes mess up same frame inputs (Dash).

There's a hella lot of words there, and some grammar mistakes and spelling issues I'm sure, but I gotta run and hopefully this answers your questions while also teaching you new things.


Wow, I can't believe I mixed up Tumbling Run's armor properties with Lock and Load's. Thanks for all of your answers. Also, I thought maybe Ultimate Showstopper had a zero frame startup, but I guess not.

Had another question while playing today: How do you prevent air grab resets? Ground throw resets are just up + back, but I have NO idea what I'm supposed to do versus air grab resets.

Like I was in this match today and I was doing well until the end where I just got thrown a bunch of times.


So I hold back while I'm getting comboed to try to block once the combo ends or if they flub a hit and drop it. But once they're in the air, they can just safely stop the combo at any point in time to go for a grab, and it's not like I can jump out of it. I know I can tech, but I just don't think it's possible to react to a grab that quickly, and I know you're never supposed to mash in this game. Is there anything I can do to prevent these kind of resets more often?

On a related note, aren't resets just a 50/50? You can up+back to escape a throw, but if they opt to hit you low instead then you'll get attacked and you're just right back into the endless cycle of Skullgirls.

Sorry if this sounds really dumb. Maybe this is one of the drawbacks of playing as a solo character? I don't know.
 
On a related note, aren't resets just a 50/50? You can up+back to escape a throw, but if they opt to hit you low instead then you'll get attacked and you're just right back into the endless cycle of Skullgirls.

Sorry if this sounds really dumb. Maybe this is one of the drawbacks of playing as a solo character? I don't know.
After Big Band does sMK, there's a big delay where he has to wait for you to leave hitstun before he can hit grab you since you can't grab someone in hitstun.
That in addition to the start up of the throw + the very generous tech window actually makes air throw reactable.

Big Band's two main throw points are from sMK because you expect the air chain, and after jMK jMK [Spin] after you recover.

Also, the only option that he as to beat you for mashing air grab, is a slight delay into a light to frame trap you.
If you were to tech during the timing window after the light hits you (where you would be blocking) you would be teching in blockstun to be safe while also covering the option of the air grab.
Does that make sense..?

You don't have to try and nail a timing window like that to cover both the frame trap and the air throw window.
You can tech air grabs on reaction.

RE: 50/50's
Not really.
Most resets in Skullgirls are inside of human reaction time, it's just that good reads from your opponent and bad reads from the defender get in the way, as well as stress from the match.
I can tech 90% of ground throws on reaction no problem.
If someone ground throws me and I miss that tech window that was a really good throw and I was really focused on blocking low.

You can do it to with practice.

You really don't want to think "oh he's going to throw me I think, I'll upback!" if it's a regular grab that you can tech.
The reward for landing the grab is a 50% scaled combo that doesn't do very much damage and builds you a lot of meter as they continue to hit you after the throw.
The reward for the opponent punishing you for upbacking by hitting you low is an 100% regular damage combo that hurts way more.

People want you to upback because it's easy to kill those people.
If you think the opponent is going to throw you it makes reacting to the throw when it comes easier.

The actual 50/50's that force you to the guess are the ones from Cerebella and really specific ambigious stuff where nobody can tell which side something is going to hit on, and that does happen sometimes.
 
One other thing.
If you are so absolutely confident the opponent is going to throw you that you are going to jump without even trying to tech:

You should be doing instant jump jHP because you play Cerebella.
This counter hits the throw attempt and puts their Undizzy value at -100/240 which allows a longer follow up combo, or more damage from a reset follow up combo later since if you were to reset at the same point from a non counter hit combo, you'd be at +100/240 compared to 0/240 with the counter hit.

(If you didn't know, counter hits subtract undizzy into the negatives and also do x1.5 damage)
[Lights subtract 25, Mediums and Specials subtract 50, Heavies subtract 100]
 
You really don't want to think "oh he's going to throw me I think, I'll upback!" if it's a regular grab that you can tech.
The reward for landing the grab is a 50% scaled combo that doesn't do very much damage and builds you a lot of meter as they continue to hit you after the throw.
The reward for the opponent punishing you for upbacking by hitting you low is an 100% regular damage combo that hurts way more.

That's a great point, I guess it's more of a 50/50 when you're about to die. I'll block low more often, then!

After Big Band does sMK, there's a big delay where he has to wait for you to leave hitstun before he can hit grab you since you can't grab someone in hitstun.
That in addition to the start up of the throw + the very generous tech window actually makes air throw reactable.

Big Band's two main throw points are from sMK because you expect the air chain, and after jMK jMK [Spin] after you recover.

Thanks a ton. Is there a general list of the most common things to look out for versus every character, or is that just something that comes from experience?
(in over 100 hours there's only like one reset that I can actually recognize, I'm awful)
 
That's a great point, I guess it's more of a 50/50 when you're about to die. I'll block low more often, then!
It varies player to player, but always default to blocking low every time, I switch after I have a reaction or a read.
You can't block a 7-9F low on reaction, but you can tech throw or block an overhead on reaction.
So it makes sense to default to the one that's too quick for humans.

Thanks a ton. Is there a general list of the most common things to look out for versus every character, or is that just something that comes from experience?
(in over 100 hours there's only like one reset that I can actually recognize, I'm awful)
You start to build sort of a personal.. data sheet of things to watch out for.
Comes from a loooooot of practice and also trying out set ups yourself.

For example if I see Fukua do cMP, I know that she can do cHK to slide under me for the L Drill cross under reset, so I get ready to look for that cHK so I switch my block.
If I see Fukua do sHP jLP and then any amount of delay I switch my block because that lets her cross over top of me to hit me from the other side...

One of the most frustrating/fun parts of Skullgirls is that you can win with crazy set ups/resets if the opponent doesn't know them.
You can still block a lot of them on reaction even if you don't know what to look for but it takes practice to be good at recognizing potential outcomes to a set up.

Also, in the fighting game world, 100 hours is pretty darn close to nothing.
So get ready for a lot more work.

I started to get the hang of things and how the game worked around ~500 I'd say.
 
I thought holding downback prevents teching. Is it that you can release it after being grab so you can tech?
 
I thought holding downback prevents teching. Is it that you can release it after being grab so you can tech?
Yes, you want to react to the grab by releasing down back and rolling to neutral back, then pressing throw.
The tech window and input delay is generous enough to allow this.
 
how would one deal with resets?
Block hits correctly and then pushblock them out and tech throws if you're thrown.

Simple broad question gets a simple broad answer in that case...
If you have specific examples and need help like Shuckle did in the post above I can help you more.
 
Block hits correctly and then pushblock them out and tech throws if you're thrown.

Simple broad question gets a simple broad answer in that case...
If you have specific examples and need help like Shuckle did in the post above I can help you more.

Alright, there are a lot of Eliza players who pull off near infinites and just juggle me on the wall. I know your not a miracle worker, but none of peacocks air attacks seem to pull fast enough to be reliable as a breaker, and I just guess wrong when it comes to blocking (apparently). Is there anything I could do?
 
Alright, there are a lot of Eliza players who pull off near infinites and just juggle me on the wall. I know your not a miracle worker, but none of peacocks air attacks seem to pull fast enough to be reliable as a breaker, and I just guess wrong when it comes to blocking (apparently). Is there anything I could do?
When people are resetting you, they aim to reset you so that you gain control of your character for ~1-5 ish frames before the next hit comes.

If you hit any attack during that time you wont be able to pull it out in time to hit Eliza, so you'll get counter hit and hit for x1.5 damage and it removes Undizzy bar so that she gets more resets and longer combos.

So try not to mash light attacks in the air or on the floor unless it's a large gap.

If Eliza has you against the wall, she has 3 methods of opening you up.
- She can hit you high via jump IAD jLK or jump instant JHP.
- She can throw you which can be jumped or teched.
- She can hit you low which is extremely fast and will catch stand blocking and jumping backwards.

You want to try and block low until you see her take off the ground.
Eliza can only hit someone high by actually jumping off the ground, or calling the slow bird with the snap (but that is punishable on block if you jump and block it in the air!)
[The Skeleton thing also hits high with the axe].

If Eliza jumps you start holding backwards.

If Eliza is on the ground you start holding downbackwards.

If Eliza throws you, you try and release downbackwards because you cannot tech if you are holding crouch.
If you get hit by a throw, don't worry about it too much because throws cut all the follow up damage in half.
It's better to get thrown compared to standing up and missing a tech thus getting clipped low, or get opened up high.

-

Any time she tries to hit you, you want to pushblock her out the best you can by pressing two punches together.
If you gain enough space by pushblocking, you can call your assist to fill the gap and force her to block it or move around it, or you can try and escape the corner yourself.

Easier said than done, I know.
Getting stuck in the corner and then hit with fast mix up and dying happens in almost every fighting game.
It also happens at a high level.
But know that the more your opponent hits you, the more the Undizzy bar fills up.
If it hits max you are allowed to burst.

If you're not familiar with bursting and resets and how those systems work to punish the attacker check out <this video here>

It takes a lot of practice to be able to block correctly and recognize each characters mix up.
Just keep at it.

EDIT: You should also try and look up footage of high level players and try and get some ideas for how they deal with pressure.
 
Last edited:
Also: There's no one that's good enough at SG to reliably defend against well-designed Eliza resets (or, frankly, any SG character's better resets). Between lacking air tech, lacking crouch tech, long hitstuns, restands, and assist calls, it's one of the most fundamentally reset-strong fighting games. Excellent reset defense is only about being able to lower their reliability for the other player to a degree, and to expose weak or gimmicky resets.

You just have to play SG knowing that any time you are hit by anything you may well lose that character, and handle neutral accordingly.
 
Well, thanks for that. I'll have you know that I already broke a reset (luck, maybe, but Ill give you due credit). Is there an assist that will set up into Beowulfs air command grab blockbuster? I tried using Peacocks MK as a launcher, but it was generally read too well, along with taking my ability to enter using Georges Day Out. So, should I just grind using c.HP to do it like a smart person, or is there a shortcut...?
 
Well, thanks for that. I'll have you know that I already broke a reset (luck, maybe, but Ill give you due credit). Is there an assist that will set up into Beowulfs air command grab blockbuster? I tried using Peacocks MK as a launcher, but it was generally read too well, along with taking my ability to enter using Georges Day Out. So, should I just grind using c.HP to do it like a smart person, or is there a shortcut...?
Yeah you don't want a specific assist just for the purposes of comboing into Air Grab.

I mean some assists that are very useful like Napalm Pillar or Updo also launch the opponent so those would work.

But if you can reach over and hit an assist button to combo into air grab super, you can reach over and hit cHP...
You should aim to use the launcher for it because Peacocks SMK assist is awful.
 
Have a question: BANG! is supposedly invincible, but NOT throw-invincible. However, I kept getting hit by BANG! when I tried to Merry-Go-Rilla and even Ultimate Showstopper this Peacock player who kept decimating me. Is it just bad timing or am I mistaken?
 
Have a question: BANG! is supposedly invincible, but NOT throw-invincible. However, I kept getting hit by BANG! when I tried to Merry-Go-Rilla and even Ultimate Showstopper this Peacock player who kept decimating me. Is it just bad timing or am I mistaken?
L Bang with the little flag is throw invincible but not strike invincible.
That one will beat MGR and Showstopper.

M Bang with the sword / punching fist is strike invincible but not throw invincible, so that one should definitely lose to Showstopper and MGR.
If it beats MGR it's because it interrupted MGR before the throw could happen.
It doesn't beat Showstopper ever.
 
L Bang with the little flag is throw invincible but not strike invincible.
That one will beat MGR and Showstopper.

M Bang with the sword / punching fist is strike invincible but not throw invincible, so that one should definitely lose to Showstopper and MGR.
If it beats MGR it's because it interrupted MGR before the throw could happen.
It doesn't beat Showstopper ever.

Ah, I went back to the replay to look it over and it was L Bang. Too many things to keep track of in this game. Thank you!
 
  • Like
Reactions: skull person
So, I'm planning on buying this game once I can. I'm just wondering, is it possible to play online with friends? I assume you can, but I just want to make sure before I just buy the 4 pack and we can't play together.
 
So, I'm planning on buying this game once I can. I'm just wondering, is it possible to play online with friends? I assume you can, but I just want to make sure before I just buy the 4 pack and we can't play together.
Yes, you can play online with friends. Being a fighting game, you wouldn't be able to play all 4 of you at the same time, it would be 2 players facing each other at a time.
 
Last edited:

Can anyone explain why the dummy didn't burst here? It's set to burst after 2 hits after a 15 frame delay. It bursts IPS just fine, but it didn't want to burst this Undizzy setup for some reason.
 
Can anyone explain why the dummy didn't burst here? It's set to burst after 2 hits after a 15 frame delay. It bursts IPS just fine, but it didn't want to burst this Undizzy setup for some reason.
Dummy bugs out with bursts when it hits the floor under certain conditions.
 
  • Like
Reactions: shuckle
Dummy bugs out with bursts when it hits the floor under certain conditions.
It must have become self-aware. Thanks for the quick response.
 
I feel bad for asking so many questions but I'll ask again anyways

Is there a way to display meter as a number in Training Mode? I am writing notes on some combo variations to see how they fare in damage and meter (like Bella's standard BnB versus the version with Pummel Horse versus the version with the sMP stagger versus the midscreen Kanchou version). It's hard to directly measure which one gives more or less meter. Should I just measure it by amount of hits?

On a related note, all of Cerebella's multihit grabs give meter for every hit of the grab. Merry-Go-Rilla, Diamond Drop, her air throw, Grab Bag, Excellabella, and Ultimate Showstopper give meter for every hit even if the initial hit doesn't deal damage. Her ground throw is only one hit, but it gives meter twice, first for the little catch and then the throw itself. The exception to this is Pummel Horse - for some reason it only gives meter for the initial hit. Is there a reason for this?
 
I feel bad for asking so many questions but I'll ask again anyways

Is there a way to display meter as a number in Training Mode? I am writing notes on some combo variations to see how they fare in damage and meter (like Bella's standard BnB versus the version with Pummel Horse versus the version with the sMP stagger versus the midscreen Kanchou version). It's hard to directly measure which one gives more or less meter. Should I just measure it by amount of hits?

On a related note, all of Cerebella's multihit grabs give meter for every hit of the grab. Merry-Go-Rilla, Diamond Drop, her air throw, Grab Bag, Excellabella, and Ultimate Showstopper give meter for every hit even if the initial hit doesn't deal damage. Her ground throw is only one hit, but it gives meter twice, first for the little catch and then the throw itself. The exception to this is Pummel Horse - for some reason it only gives meter for the initial hit. Is there a reason for this?
Pummel Horse is the only one of those grabs used in combos where you can always convert off of it.
Meter gain from grabs is always unscaled so the attacker and defender get the full amount.

My guess would be that Pummel Horse would just give Bella too much meter for each hit since she uses it in most of her combos.

At least Excella requires corner and throws away your OTG.

-

No there is no number for meter in training mode.
You'd have to run external programs to read it as a number from the variable.

1 ) Open a free photoshop alternative like Gimp.
2 ) Screen shot the two different combos you'd like to compare for meter gain.
3 ) Put both into different layers at 50% opacity.
4 ) Line them up pixel perfectly and compare.

I mean, most people just eyeball it but if you want the real deal then that's an option.
 
Yo - I was thinking about grabbing this on Vita, so I could have a portable fighter, but I need to know:

Can I play every game mode as 1v1? Or are there certain game modes that force you to do 3v3? I just want to play this game as a regular 1v1 fighter while ignoring the team aspect. Is this possible?
 
Yo - I was thinking about grabbing this on Vita, so I could have a portable fighter, but I need to know:

Can I play every game mode as 1v1? Or are there certain game modes that force you to do 3v3? I just want to play this game as a regular 1v1 fighter while ignoring the team aspect. Is this possible?
There's probably a few challenges that might pick a team for you that is more than one.

Story mode also has a few fights that aren't 1v1.

Survival(?) and arcade are both set against random team sizes and characters so that could be 1v1, 1v2 or 1v3.

Of course if you ever try and play online then you'll never know what you'll be facing either.

If you don't want to play online then you'll be really limiting your options.

You can keep doing the vs CPU game mode and picking any team you want for the AI to arrange 1v1's, but keep in mind the AI is really bad.
The effort went elsewhere.
 
Oh, that's fine. I forgot to mention - I'm fine with 1v2, 1v3, 1vX, etc. My main concern was with how many characters I, the player, would be using.

So story mode is fine, I expected that. I won't fuss if I have to use a team. Same with challenges.

But, am I hearing that correct, I can do 1v2 and 1v3 online? How is that balanced? I'm interested.
 
You're given more health and do more damage. More members mean less health and damage per member. You also get the ability to recover health by the snap move(Quarter circle forward mp+mk or hp+hk).
Skullgirlsnethealth4.png
Here is a chart. Health per character compares individual characters while Total Health combines all the characters. Net Health adjusts for damage. 1v1 matches will have 2 bars of health per character. You don't get to recover health through snaps in this mode.
 
that's awesome! thanks for answering. i'll definitely go grab this game. with survival, arcade, and online all letting me play with one character, that satisfies me. idrc if it's a disadvantage, i just wanna play and have fun.

though, i am interested in seeing how the vita is with netplay. i am intentionally ducking out of the console version and going with the portable because i have 5 console fighters already and just want to have a portable fighter as well.

if netplay isn't good, that'd be a shame, but i would expect as much. didn't really plan to go online that much with this game anyway.
 
that's awesome! thanks for answering. i'll definitely go grab this game. with survival, arcade, and online all letting me play with one character, that satisfies me. idrc if it's a disadvantage, i just wanna play and have fun.

though, i am interested in seeing how the vita is with netplay. i am intentionally ducking out of the console version and going with the portable because i have 5 console fighters already and just want to have a portable fighter as well.

if netplay isn't good, that'd be a shame, but i would expect as much. didn't really plan to go online that much with this game anyway.
The vita version connects to PS4 and PS3 online so there should be enough people to play with.
Steam is still vastly more popular.
I also think that when you buy it on Vita it cross buys to PS4 so you can play it on there.

Also, MOST people who start playing SG start out with one character and don't like the idea of teams.
As people play the game more, team play grows on them.
You might be surprised!
 
If netplay isn't good, that'd be a shame, but i would expect as much. didn't really plan to go online that much with this game anyway.
Online for SG is among the best of any fighting game IMO, so don't worry too much about that. Biggest problem with online as a new player is that SG can be pretty brutal if you aren't used to the resets and fast pace.

Also, just to confirm what Liam said, Skullgirls: 2nd Encore is indeed cross buy, if you buy the PS4 version you get the vita one included with it and vice a versa.
 
yeah, i'm aware of the cross-buy already. maybe i'll decide to play it on console on well. doubt it, but who knows.

i usually buy vita games physically because space/memorycards/expensive/efmeoidf...

so i want to hold out for a physical u.s. vita release. i believe they said there would be a limited run?

i am already aware of the physical japanese release for vita, but i am very, very opposed to importing physical copies for the vita because it locks you out of buying any dlc. i think i would still get updates/patches, but not sure.
 
Sometimes when I try to do Pummel Horse, it gives me Battle Butt.


I wanted to be one of the cool kids and craft a combo but this was being very inconsistent, I don't know why. Oddly enough this only happens in Training Mode, I don't think I've ever had it happen in a game.

If anyone could explain why this is happening I'd like to know.

Also I'm not good at combo crafting obviously
 
Sometimes when I try to do Pummel Horse, it gives me Battle Butt.

I wanted to be one of the cool kids and craft a combo but this was being very inconsistent, I don't know why. Oddly enough this only happens in Training Mode, I don't think I've ever had it happen in a game.

If anyone could explain why this is happening I'd like to know.

Also I'm not good at combo crafting obviously
Back
Forward
LK + MK + LP (Hold)

Will always get pummel horse easily.
 
Back
Forward
LK + MK + LP (Hold)

Will always get pummel horse easily.
>three inputs
NOT AN OPTION FOR ME SENPAI

After testing it I've just realized that my craptop can register LP + MP + HP and LK + MK + HK, but not any triple combination of P and K, including movement keys (so can't alpha counter). Why this.
 
>three inputs
NOT AN OPTION FOR ME SENPAI

After testing it I've just realized that my craptop can register LP + MP + HP and LK + MK + HK, but not any triple combination of P and K, including movement keys (so can't alpha counter). Why this.
https://www.microsoft.com/appliedsciences/antighostingexplained.mspx

Use the interactive demo on the top and you might be able to find a control scheme that works for you with minimal ghosting.

Also you have two macros, and you can combine macros with buttons too.
If you have a throw macro then you could just do that + MK and there's your pummel horse.